#version 330 core
layout (location = 0) in vec3 aPos;
layout(location = 1) in vec2 vTexcoord;
layout(location = 2) in vec3 vNormal;

out vec4 Coord;
uniform mat4 lightSpaceMatrix;
uniform mat4 model;

void main()
{
    gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
    Coord =lightSpaceMatrix * model * vec4(aPos, 1.0);
}